Order is the system of the world; the ordered universe of space and matter we are all familiar with. It is associated with what science calls low entropy; a completely ordered universe has no content but enormous potential.

Alternate Names: Harmony, Harmonics, Law.

Associations

Order Cantrips

Basic Action

You can avoid chance, making worn objects last, longer or making a die or coin spin without falling on any of its faces. You can calculate odds on simple events, such as dice or cards. You can spot the weakest part in a mechanical structure. You have true pitch and can tell the frequency of sound (tough you may express it in less technical terms). You can keep an exact pace or beat, like a metronome.

Detect Lie

Inherent

You can detect spoken falsehood; when a creature within your Charm meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved. True but misleading statements are not detected.

Formal Dance

Basic Action

Everyone dances to your music. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed must spend a Basic Action dancing when their next shot comes up. Those against whom you get an outcome matching their Mind join a stately dance until the end of the next round or until they are attacked or directly threatened.

Dancers will move along with you, at their normal Move. They will not take double moves to follow you. If they are ever further away from you than their Mind in meters when their turn comes up, the charm is broken.

Message

Basic Action

This power carries spoken words between you and others. Message can carry messages up ten meters times your Charm, but cannot pass soil or sound-dampening materials. It can pass hard barriers like stone, concrete, brick, or metal. If any target is out of your reach even momentarily, the power fails for them.

You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Message lasts for a scene.

Perfection of Effort

Trigger Action

Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a confident Charm roll against the skill you are trying to assist; if you are successful the skill check becomes Routine. You cannot help yourself in this manner.

Quest

Basic Action or Finisher

You can bind someone to a promise he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath as a Basic Action with an opposed Charm roll.
You can also force someone to accept an oath of your choice as a finisher.

As long as the quester acts to fulfill their oath, the get the benefits of Discipline. But should they stray, they will notice that fate turns against them, and they lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, they instead suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.

A Quest lasts until the oath is fulfilled or until dispelled as a Curse. Note that the oath bound person cannot himself strive to have the oath removed, or he will suffer from the dire effects of the Quest.

Status Quo

Basic Action

By unifying the power of public opinion, you prosecute the minority and create unity in the community. There must be a crowd of 50 or more people, and they must believe in your declaration of what is the status quo, though they need not be sympathetic to what your cause or agree with the values expressed in the status quo. As long as the dissidents and troublemakers form less than 25% of the crowd, they are Stymied on any action expressing their disagreement for the rest of the scene.

Activate Machine

Basic Action

You activate a machine or device, making it perform its intended function. A trap will spring, a vehicle move, a door open and so on. If the device is capable of contentious operation, you have started it up but it might further guidance to continue to work - this power only lasts while you are using it. In many cases this requires a Create roll to do successfully, using the normal difficulty but overcoming limitations due to lack of tools or proficiency.

The main use of this is to overcome security limitations on who can activate a device, so some people consider it a misuse of order - using the intent of the machine (to function) against the limitations imposed upon it trough security. Some see this as a perversion or order, other as a state of perfection.

Meliorate Machine

Limit Break

You repair a damaged or destroyed machine or object, restoring it to full functionality. You must have at least 95% of the parts, or replacement materials and a good working knowledge of the object to be repaired. This power is geared to personal objects; anything larger than a motorcycle might require several applications of the power to restore various sub-systems.

Perpetuum Mobile

Basic Action

You invoke order over an item, usually a vehicle or other machine. This reduces wear and tear on the machine, making it perform its intended function flawlessly without need for maintainable. This does not prevent intentional damage to the object, but prevents fumbles when operating it, reduces fuel or power cinsumption by half, and removes any penalties the device might impose due to damage, design flaws, or whatever.

This power lasts as long as you remain in the general presence of the machine - usually within a hundred meters or so. Invoking this over a large machine involves many, many applications of the power, taking hours or even days for huge things like battleships.

Resonance

Basic Action

You link a set of objects equal to your Mind, preferably ones that are resonant, such as metal blades or sea shells. Any sound near one of these objects is transmitted to all the others, in a very muted form. Speaking directly to the object transmits the speech to all the other objects in the set. This works somewhat like a normal open radio channel; allowing communication over long distances with the same kind of requirement for communication discipline. The range is equal to your skill in kilometers. The power lasts for a session. You can-de attune items from the set and attune new items each time you use the schtick, but the number of attuned items can never be higher than your Mind.

Harmony of Body

Home Ground

Limit Break

You bless a place and the people therein, giving them the benefits of Discipline. You must genuinely believe these people have a right to this place. As long as they are on Home Ground, they remain blessed, and so is anyone else who they accept as a part of their group. They can temporarily leave the area and still get the bonus when they return. If they desert the place the power ends.

Law of Averages

Trigger Action (Focus)

When you or another creature that directs an action at you roll a die roll of ±0, you can focus. The GM might disallow this if you abuse it by making die rolls for meaningless actions. You can reroll the dice after you've focused, for example by using Fortune, and the focus is still valid.

Oathbinding

Limit Break

You can only use this power against someone who has broken an oath or solemn promise in the recent past (generally in the current play session, but for important vows this may linger forever). Make a pronouncement declaring the oath he has broken. If you succeed at an an opposed Impress roll, you can use a Finisher against him, just as if you had defeated him in combat.

Power Shout

Limit Break

You make a Scare stunt that affects all enemies within Mind meters. In addition, this stunt is an attack doing Sonic damage equal to your Mind.

Roar of the Lion

Trigger Action (Combo)

You manifest your power in a stunning and terrifying yell, shocking your foe and breaking his nerve. Use this ability just before making a Melee attack. You can immediately make a Browbeat or Scare attempt.

Summon Virtue

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied.
You can summon one Henchman or a number of Minions of the same type equal to your Mind.
It takes an Impress roll against the creature's Dodge or Impress to summon.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.

You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.

You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.

Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.

You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.

The Imperial Whisper

The Imperial Whisper allows you to give a command which cannot be disobeyed. The target immediately executes your command, not waiting until his next shot comes up and not expending any shots.

In practical terms, this means you can give one simple, direct, non-conditional order or task that he will do immediately. You cannot order him how he is to fulfill the task, nor can you order him into inaction, so an order to "attack silently" or "stand still" is meaningless. The command generally cannot be longer than three words. Typical examples are "Attack that man!" or "Cut my bonds!". Within these limitations, the target immediately does his best to obey the spirit of your instructions, without nefarious twists.

You must succeed on an opposed Impress roll. The target must understand the language you speak. Anyone closer to you than the target is will be able to overhear the command. A willing target does not require a roll.

Analyze Order

Basic Action

You can analyze both physical and social structures. Examples of physical structures include most architecture and static construction, as well as crystalline matrices and such. Social structures include dependencies and hierarchies; you can tell who commands who and detect the members of rigid social hierarchies, such as most military and some highly organized syndicates, criminal or otherwise.
You can sense what physical laws and constants are in relation to the other places you know. This is mainly useful when traveling to other planes.

Dispel Order

Limit Break

Age ofEffect

Minimum Difficulty

One Day

12

One Week

14

One Month

16

One year

18

A decade

20

A century

22

A millennium

24

Ten millennia

26

You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can dispel any power of the Order form or which affects a virtue. You can also dispel effect that twist the natural order of physical reality, especially effects that break natural rhythm or periodic events.

Laws of Power

Finisher

Select a Method appropriate to the target's Tradition. From now on, this method applies to all the targets use of powers. This is a Curse.

Measure Difficulty

Trigger Action

When you face a task, you can determine how difficult it is by analyzing order. Make a Know roll against the difficulty of the task analyzed. On a success you learn the difficulty and what skill and equipment/schticks/powers are relevant to the task.
If several skills can be used for the task, you roll against the lowest of the difficulties involved and you learn of all possible skills.
On a failure you simply learn that it is more difficult than the result of your roll.

If you have the necessary schticks/powers/equipment to perform the task, there is a +5 bonus to the Know roll. If the task requires no special schticks or powers, you always get this bonus.

Natural Order

Trigger Action

You can defend the natural order of the universe against anyone trying to use powers to change things. Whenever such a power is used in your presence, you can oppose it, which sets a minimum difficulty for the action equal to your Know +3.

Silence

Limit Break

You invoke stillness and harmony in an area with a diameter equal to your Mind in meters. You can make this area stationary or center it on an object or creature. If the creature or wearer of the object is unwilling, you must succeed on a Know roll against it's Dodge.

Silence lasts the remainder of the scene. While in the silenced area, creatures cannot speak (which triggers many Methods and Power Loss Limitations). Sneak stunts in the area allow movement without requiring new rolls, and silenced opponent's have trouble communicating your location.
Silence hinders sonic attacks in the area, allowing targets of sonic attacks that pass through the area to use your Action as their soak attribute.

Unfailing Technique

Stance

You are calm and collected, able to do Maneuver tasks without distraction or imperfection. You treat Maneuver tasks that are not opposed as Routine.

True Form

Trigger Action

You can return to your true form at any time when you are transformed. This includes even Curses.
You do not heal any damage, but if the transformation is the result of a Setback you negate the setback and do not suffer any other consequence of that Setback.

Virtuous Shape

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures.
There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Virtue with this version of the power.

Hug of the Bear

Limit Break

Do a Clinch maneuver. If successful, the clinch prevents your target from taking an action against anyone anyone but you.
The only action your victim may take when his shot comes up is a Dodge check against your Melee; on a success the hold is broken.

Paw of the Bear

Basic Action

Do a Clinch maneuver. If successful, the clinch prevents your target from taking an action against anyone but you.

The Bell Tolls

Basic Action

Make a Melee attack that is slow but of great power. Unless the target uses an Active Defense to defend against this attack, you get a +3 bonus to this attack.

Thunder Fist

You can imbue a physical attack with +2 extra damage of a specific type, either a Melee or Shoot attack. This damage is often of another type than the attack normally does, which requires some special rules.

Unless the target has some extra resistance to either type of damage, he takes +2 damage from the attack.

A target resistant or immune to the ordinary damage of the weapon or to the extra damage, the weapon does its basic damage without the extra damage. The target does not get to use its resistance.

A target resistant to both the extra damage and the weapon's normal damage suffers the +2 extra damage, but gets to apply its resistance.

A target immune both to the elemental damage and the regular damage takes no damage at all.

This is the same as the Melee Weapon ability Extra Damage. You can only benefit from one damage-boost stance or instance of Extra Damage at a time.

Locked Gaze

Finisher

The target is compelled to look at you, or to look for you when you are not visible.
Charm and Impress checks you make against the target are Routine, and any Recon checks the target makes to see anyone except you are Stymied.
You cannot Sneak on the target, he intuitively knows when you are possible to see.

Sense Order

Basic Action

You can sense the presence of order and structure at a distance. Concentrate on a particular type of structure or ordered system, make a skill roll and multiply the result by 10; this is the range in meters. If the system detected is in range of your physical senses, you also gain a basic understanding of it and how it works.
You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.

Harmony of Space

Limit Break

You ward an area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Ride; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleportee, making him Surprised.

Harmony of Space covers a radius equal to your Ride skill in meters and lasts for an hour. If there are chimes, bells, or some other recurring sound in the area each day, the effect can be sustained so that it resumes for an hour after each time the sound is made.

World Spin

Limit Break

Give me a fixed point, and I will move the world - Archimedes.

You can Teleport from one place to another or even to other planes. You must keep some aspect of your surrounding constant while changing all others. For example, you could focus on a rock and teleport to another location with a very similar rock. It generally takes a number of such shifts to arrive at a destination, and the intervening places you pass by can be harrowing.

To simplify the use of this power, the GM can call for a single Ride check with a difficulty depending on how different your goal is from where you are now. On a success, you get there with one use of the power. On a failure, you get there after a harrowing journey involving either a long delay or some concrete danger or plot. If you fail by a margin wider than your Mind you get lost and end up in an unexpected place - this is either one that is hard to get out of, or one that is deceptively similar to what you were looking for, but not the same.

Laughter of the Dragon

Basic Action

With a great rush of breath and chi, you overawe those within three meters of you and knock them away. Make an Shoot roll vs the Dodge of each, targets are thrown back one meter per point of Outcome. If thrown they also lose three shots.

Scream

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations.
The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters.
Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Sonic Cone does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

Sonic Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Sonic Blast does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

The Great Shout

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.

Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

The Great Shout does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.